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GL state handling: fixes from a state-API review - #441
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Merge Risk: 🟡 Moderate · up to Large-texture downscaling can fail in assertion-enabled builds, and the cross-filter can produce undefined streak output on contexts without texture-barrier support. Address both before merging. Pre-merge checks |
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…r mask With particles hidden, an avatar not yet fully loaded draws a sphere in pass 0 of the deferred avatar pool, and set the colour mask to (true, false) after it: the post-deferred convention, not the G-buffer's. Pass 0 runs for every avatar pool before pass 1 does, so every later avatar and animesh G-buffer draw, and the sky's, stopped writing alpha, which carries the normal buffer's flags. The sphere's mask is scoped now. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
profileAvatar ran under whatever depth state its caller left. The Performance floater calls it from inside the UI draw, where LLGLSUIDefault turns depth testing and depth writes off, and the autotune caller runs from the main loop's work queue, outside display(), where neither is on. The G-buffer clear left depth alone and the opaque pools drew untested, so the GPU time it measured was not the avatar's. It sets the depth state display() gives a world render now, and a full colour mask for the clear, both scoped. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
calcDiffAggregate ended its GL_SAMPLES_PASSED query right after gl_draw_scaled_target, whose quad was still batched in gGL -- LLRender::end() does not flush a small triangle batch -- and reached the GPU at the shader unbind, after the query had ended. Every count was 0, so SceneLoadingMonitorEnabled never saw the scene change. gGL is flushed before the query ends. The raw glColorMask pair around it, which went around gGL's colour-mask cache and turned every channel on afterwards, is a scoped LLGLSColorMask. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On Linux, every accelerated media frame bound its EGL image's texture with a raw glBindTexture and then bound 0, on whatever unit was active. The slot went on believing its old texture, or the white placeholder, was bound there: its next bind of that texture was skipped and sampled texture 0, and unbind() on the emptied slot no longer put the white texture back. The import binds and unbinds through slot 0, and so does the macOS IOSurface import, which did the same on the rectangle target. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A UI image's display list and the font text cache record slot 0's sampler as a GL name. Changing the anisotropy, or flipping the depth convention, deletes every sampler object and makes new ones, and the recordings went on binding the old names: dead ones, a GL_INVALID_OPERATION, or names GL had handed out again to a different sampler. LLRender's sampler generation, which counts those rebuilds and which nothing read, is part of the LLUIImage key and of the font cache's environment check now. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…t skips When uploadMatrixPalette failed, as it does while a rigged mesh is still loading, renderOctree continued past both of the drawable's popMatrix calls. The modelview stack grew every frame until it overflowed at 32, and before that the caller's own pops restored matrices it had not pushed. Both are popped before the continue. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The physics shapes view lays the shapes' depth down unoffset in pass 0 and draws their outlines in pass 2 with a polygon offset of +3, +3: away from the camera, so the depth test rejected the outline everywhere the fill covered and only the silhouette showed. The offset has applied since 6cdd9cf gave the LLGLEnable a name; before that it was a temporary destroyed on its own line. It is -3, -3 now, toward the camera (setPolygonOffset flips the sign under reverse-Z itself), and the colour mask the passes set is handed back to the caller instead of left at (true, false). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
renderGeomPostDeferred switched to line mode for the whole pass. That took in the full-screen triangles drawn between the pools, the atmospheric and underwater haze, which then shaded only their edges, and the water exclusion prims, which marked only their outlines in the stencil, so water showed through them. The highlights, the debug displays and the far-plane overlay came after, some of them forcing fill back on partway. Line mode covers the pools' own draws alone now. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
RenderUIBuffer, off by default, redrew the UI into a screen-sized target only where views were dirty and composited the target over the world. It had decayed past use. The scissor test was on but the dirty rectangle was never applied to it, so the clear and the redraw were cut to whatever box was set last. The composite's texture coordinates were in UI units on a normalized texture, tiling it thousands of times. And no program was bound to draw the composite with, so its flush would hit LLRender's bound-shader assert on the first dirty frame. The path, its target and the setting are gone, and the dirty rectangle is always the window. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Generating a brightness or darkness bump map set the colour mask to (true, true) and left it there. It also runs from the post-deferred bump pass, when a fullbright face's bump image is missing or its source changes resolution, and there the batches after it went on writing alpha -- BT_MULT_X2 doubled the glow alpha -- until a later pool set a mask of its own. The mask is scoped to the generation. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The FBO downscale draws into the target its caller bound, the texture list's 1024x1024 scratch, and copies the result back out of it. A texture wider or taller than 2048, at discard 0 under TextureLoadFullRes or a boost, dropped a level to a size the scratch could not hold, and glCopyTexSubImage2D filled about three quarters of the new texture with undefined pixels from outside the framebuffer. Such a downscale reads the level out of the texture's own mip chain through the PBO now. The PBO path reads a level that a texture without mips does not have, and uploaded whatever the scratch buffer last held. That was already so under RenderDownScaleMethod 1 and for deprecated source formats, which always take the PBO path. A downscale that would take it without mips is refused. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LLGLTFPreviewTexture::render drew under whatever colour mask the last frame ended with, which is (true, false) after a HUD pass, the translate manipulator or a UI redraw. Then nothing in the swatch's chain wrote alpha, from its clears to the final blit, and the swatch showed whatever alpha the preview target last held over its checkerboard. The render scopes a full mask now. Its second clear also asked for depth inside the render's own depth-writes-off scope, where it could not write it; it clears colour only. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Under RenderHDREnabled the swatch's colorCorrect writes its result to postPingMap, but the final blit sampled the screen target, so the swatch showed the untonemapped linear scene. Without HDR the glow combine writes the result back to the screen, which is why that path looked right. The blit reads whichever target holds the end of the chain now. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Passes 1 and 2 of each arm sample the quadrant of mWaterDis the pass before wrote, while mWaterDis is still attached to the bound framebuffer. GL 4.5 (9.3.1) defines that read only across glTextureBarrier, which was loaded and never called; rebinding the framebuffer between passes happens to flush on real drivers. The barrier is issued before those passes where it is available. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
generateSunShadow turned colour writes off at the top and back on at the bottom, and its early return for an empty point cloud, nothing in view to fit the shadow to, skipped the second half. Both of its callers set (true, true) just before calling it, so a scoped mask restores the same thing, on every exit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
doAtmospherics and doWaterHaze set the colour mask to (true, true) for the haze and left it there, inside renderGeomPostDeferred, which had set (true, false). The pools after them set their own, but the debug displays at the end of the pass could inherit it. Both are scoped. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
doOcclusion turned colour writes off for its two query passes and set (true, true) by hand after each. Its one live caller, renderGeomDeferred, runs at (true, true), so the value was right by coincidence. Both passes scope the mask. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The edge-detect pass cleared its stencil before setting glStencilMask, so the clear relied on the frame before having left the mask at 0xFF. Every writer does today; the mask is set before the clear regardless. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
renderGeomPostDeferred skipped atmospherics and water haze on the HUD pass but built the water exclusion mask there every frame, under the HUD camera, from whatever the exclusion pool still held of the world. Nothing read it: the water pool and water haze do not run on the HUD pass, and every pass that runs them builds the mask first. It is skipped like the other two. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…dth back refreshState is for GL state changed behind gGL's back, but it re-asserted the colour mask through setColorMask with the values already cached, so the setter's comparison skipped the GL call. It issues the colour mask, the blend factors (once any have been set) and the line width directly now, as it already did the polygon offset, the clear colour and the scissor. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
setColorMask and setLineWidth flushed gGL before comparing with the cache, so every redundant call split the batch: LLViewBorder alone sets a line width of 1 after every border. They flush in the changed branch now, as setPolygonOffset and setScissor do. The callers were checked for any that relied on the flush. A bounding box's pulsing outline could take the next drawable's colour, a uniform, before it was drawn, and the octree raycast view's triangles relied on a depth-state change to flush them; both flush for themselves. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ALTextureSlot::bind(LLCubeMap*) applied the caller's sampler only when the texture name changed, unlike every other bind, which sets it outside the redundancy check. Rebinding the same cube after a pass that left another sampler on the slot sampled through that one. bindSampler skips a redundant bind itself. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
unloadInternal deleted the GL program without looking at whether it was bound, leaving sCurBoundShader and sCurBoundShaderPtr naming it; for an owned variant freed straight after, the pointer dangled, and the next bind() read a profile query through it. A bound program is unbound first now, and the destructor clears the statics if they name it. unload() resets the program's features after unloadInternal rather than before, since the unbind ends the profile queries by the features they were begun with. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
placeProfileQuery generates the timer, samples and primitives queries together, and unloadInternal deleted only the first two, so every reload of a profiled program leaked a query object. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…first LLRender::end() leaves small line, triangle and point batches pending, and bindTarget, clear, copyContentsToFramebuffer, setDrawBuffers and setDrawOutput changed the framebuffer or its attachments without flushing them. A batch could land in the newly bound target, after the clear, or on attachments selected after it was drawn. Each flushes first, as copyContents and flush already did. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LLGLState takes a cap it has not seen for disabled, but LLRender::init enables GL_TEXTURE_CUBE_MAP_SEAMLESS with a raw glEnable, and debug output can be on raw too. An LLGLDisable of one of them would have taken it for off already and done nothing. Those caps are recorded as they are set, through LLGLState::seedState, on the main thread only: worker threads run LLRender::init on contexts of their own, which the map does not describe. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LLGLState's map and LLGLDepthTest's statics are process-wide and outlived the context they described. initClass, which runs for each new context, clears the map now and resets the depth state to GL's defaults, issuing the depth func through the latched convention so GL agrees with it. The GL tests, which make a context per test, no longer need rebase() to undo the last one. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A copy would restore its state a second time when destroyed. Both delete copying, as LLGLSColorMask, LLGLSScissor and LLGLStencil already do; nothing copied either. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…h them The tree pool's shadow pass set a polygon offset from RenderDeferredTreeShadowOffset and RenderDeferredTreeShadowBias, and its end set one from RenderDeferredSpotShadowOffset and RenderDeferredSpotShadowBias, but nothing on the shadow path enables GL_POLYGON_OFFSET_FILL, so neither did anything; every pass that does enable an offset sets its own value first. Turning them on now would change the bias of tree shadows alone, so the calls and the four settings are removed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
display_startup cleared depth after swapping, inside its LLGLSUIDefault scope, whose depth test turns depth writes off, so the clear wrote nothing. display() set a 512x512 viewport before updating impostors, and every impostor bake binds its own target, which sets its own viewport, with setup3DViewport after. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Each marker sphere drained glGetError, ungated, every frame the manipulator was up: a round trip to the driver per joint on threaded drivers, which also swallowed the errors gDebugGL's checks report. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
blitTo queried the read and draw framebuffer bindings with glGetIntegerv on every media update, a driver round trip each on threaded drivers. It runs from the idle loop, where every framebuffer bind goes through LLRenderTarget and restores both bindings together, so LLRenderTarget::sCurFBO is the binding to put back. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…anges LLManip::setupSnapGuideRenderPass set each snap-guide pass's viewport through setup3DViewport, a raw glViewport, with the pass before's lines still batched in gGL. renderOctree switched to line polygon mode trusting the depth-state change before it to have flushed the batch. Both flush first. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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… 4.5 glTextureBarrier was resolved only by the GL_VERSION_4_5 ladder, which returns before it on a lower context. A driver exposing GL_ARB_texture_barrier or GL_NV_texture_barrier there ran the cross-screen filter's quadrant reads with no barrier after the draws that wrote them. It is resolved beside the other entry points that early-out would leave null: by its own name under GL 4.5 or the ARB extension, and as glTextureBarrierNV under the NV one, which ARB's took over unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
refreshState re-issues what gGL's setters cache, because a setter whose cache agrees issues nothing, but it left out the patch size. After the state changed behind gGL's back, the terrain's setPatchVertices(4) saw its cache agree, and its four-corner patches were assembled three vertices at a time. It is issued wherever glPatchParameteri loaded, which is every context with tessellation. alrenderstate_gl covers it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
doWaterExclusionMask rendered mWaterExclusionPool unchecked. The pool is made in LLPipeline::init and kept until cleanup, so this guards rather than fixes a crash anyone has seen, as doWaterHaze already checks mWaterPool. Without the pool the mask stays the white it was cleared to, which excludes nothing. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Inline comments:
Review comments at @indra/llrender/llimagegl.cpp:
- Around line 3237-3238: Handle oversized downscale results before selecting the
PBO path in the `use_fbo` branch: avoid reaching its 2048 × 2048 size assertion,
either by supporting larger result buffers or rejecting them before PBO
processing. Preserve the existing behavior for results within the supported
size.
Review comments at @indra/newview/pipeline.cpp:
- Line 9234: Update the cross-filter condition around mWaterDis so the effect
runs only when glTextureBarrier is available; otherwise disable the cross-filter
to prevent passes 1 and 2 from sampling a texture they are simultaneously
drawing to.
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📒 Files selected for processing (28)
indra/llrender/altextureslot.cppindra/llrender/llfonttextcache.cppindra/llrender/llfonttextcache.hindra/llrender/llgl.cppindra/llrender/llgl.hindra/llrender/llglslshader.cppindra/llrender/llglstates.hindra/llrender/llimagegl.cppindra/llrender/llrender.cppindra/llrender/llrendertarget.cppindra/llrender/lluiimage.cppindra/llrender/lluiimage.hindra/newview/app_settings/settings.xmlindra/newview/fsmaniprotatejoint.cppindra/newview/llcefaccelinterop.cppindra/newview/lldrawpoolavatar.cppindra/newview/lldrawpoolbump.cppindra/newview/lldrawpooltree.cppindra/newview/llgltfmaterialpreviewmgr.cppindra/newview/llmanip.cppindra/newview/llscenemonitor.cppindra/newview/llspatialpartition.cppindra/newview/llviewercontrol.cppindra/newview/llviewerdisplay.cppindra/newview/llviewerwindow.cppindra/newview/pipeline.cppindra/newview/pipeline.hindra/newview/skins/default/xui/pt/settings_comments.xml
💤 Files with no reviewable changes (6)
- indra/newview/pipeline.h
- indra/newview/llviewercontrol.cpp
- indra/newview/skins/default/xui/pt/settings_comments.xml
- indra/newview/fsmaniprotatejoint.cpp
- indra/newview/lldrawpooltree.cpp
- indra/newview/app_settings/settings.xml
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The check said the PBO path should not be used for large textures. It now takes every result the 1024x1024 scratch target cannot hold, by design. Its bound is the same 2048x2048 at four bytes a texel, written as a level below MAX_IMAGE_SIZE: a fetched texture larger than that is set missing on load, so no downscale result exceeds it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Each of the filter's passes after the first reads a quadrant of mWaterDis that the pass before it wrote while the texture is still attached to the bound framebuffer, which GL defines only across a texture barrier. Where glTextureBarrier did not resolve (no GL 4.5, no ARB or NV texture barrier extension) the passes ran anyway and the streaks were undefined. The filter is off there now, and the Lightbox hides its two sections as it hides the side of the HDR fork that is not running, so neither its settings nor Find offer an effect that cannot draw. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
These are fixes from a review of how the viewer drives GL state through
gGL,LLGLState, the scoped helpers andLLRenderTarget. Each finding was checked against the code before it was fixed. There is one commit per fix, and each commit message explains its bug.Bugs with a visible or measured effect
(true, false). Pass 0 runs for every avatar pool first, so every later avatar, animesh and sky G-buffer draw lost the flags kept in alpha.profileAvatarran with depth testing and depth writes off, both from the Performance floater (inside the UI draw) and from the autotune work queue. The depth clear did nothing and the opaque pools drew untested.SceneLoadingMonitorEnablednever saw a change. The scene monitor's occlusion query ended before its quad left gGL's batch, so every sample count was 0.RenderUIBufferis removed.scaleDowncopied garbage for textures over 2048. A downscale larger than the 1024² scratch target copied pixels from outside the framebuffer. Such downscales now take the PBO path. The PBO path reads a mip level, so a texture without mips is refused it, which also coversRenderDownScaleMethod 1and deprecated formats.colorCorrect's output.Latent issues and cleanup
glTextureBarrier. Below GL 4.5 it is loaded fromGL_ARB_texture_barrierorGL_NV_texture_barrier. Without any of them the filter is off, because its reads are undefined, and the Lightbox hides its two sections.LLRender:refreshStateactually re-issues the cached colour mask, blend, line width and patch size. Without the patch size, terrain's 4-vertex patches could be assembled 3 vertices at a time after GL state changed outside gGL.setColorMaskandsetLineWidthflush only when the value changes. Their callers were audited, and the two that relied on the old flush now flush themselves.LLRenderTargetflushes gGL before binding, clearing, blitting and changing draw buffers.LLGLState:LLRender::initenables raw (seamless cube maps, debug output).LLGLDepthTestreset for each new context.display.glGetErrorloops in the joint manipulator.LLRenderTarget::sCurFBOinstead of querying framebuffer bindings every frame.Behaviour changes to know about
setShaders()must rebind; I found no caller that doesn't.Testing
alselectionoutline_glandalhuddepth_gl.alrenderstate_glhas a new case for the patch sizerefreshStaterestores. It fails with that fix taken out.Worth checking in the viewer:
SceneLoadingMonitorEnabled.TextureLoadFullResdropping a discard level.🤖 Generated with Claude Code